/*
 * Java port of Bullet (c) 2008 Martin Dvorak <jezek2@advel.cz>
 *
 * This source file is part of GIMPACT Library.
 *
 * For the latest info, see http://gimpact.sourceforge.net/
 *
 * Copyright (c) 2007 Francisco Leon Najera. C.C. 80087371.
 * email: projectileman@yahoo.com
 *
 * This software is provided 'as-is', without any express or implied warranty.
 * In no event will the authors be held liable for any damages arising from
 * the use of this software.
 * 
 * Permission is granted to anyone to use this software for any purpose, 
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 
 * 1. The origin of this software must not be misrepresented; you must not
 *    claim that you wrote the original software. If you use this software
 *    in a product, an acknowledgment in the product documentation would be
 *    appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 *    misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

package com.bulletphysics.gwt.client.extras.gimpact;

import com.bulletphysics.gwt.client.collision.shapes.CollisionShape;
import com.bulletphysics.gwt.client.collision.shapes.StridingMeshInterface;
import com.bulletphysics.gwt.client.collision.shapes.TriangleCallback;
import com.bulletphysics.gwt.client.extras.gimpact.BoxCollision.AABB;
import com.bulletphysics.gwt.client.linearmath.Transform;
import com.bulletphysics.gwt.client.util.IntArrayList;
import com.bulletphysics.gwt.client.vecmath.Vector3f;

/**
 * This class manages a sub part of a mesh supplied by the StridingMeshInterface interface.<p>
 * 
 * - Simply create this shape by passing the StridingMeshInterface to the constructor
 *   GImpactMeshShapePart, then you must call updateBound() after creating the mesh<br>
 * - When making operations with this shape, you must call <b>lock</b> before accessing
 *   to the trimesh primitives, and then call <b>unlock</b><br>
 * - You can handle deformable meshes with this shape, by calling postUpdate() every time
 *   when changing the mesh vertices.
 * 
 * @author jezek2
 */
public class GImpactMeshShapePart extends GImpactShapeInterface {

	TrimeshPrimitiveManager primitive_manager = new TrimeshPrimitiveManager();
	
	private final IntArrayList collided = new IntArrayList();
	
	public GImpactMeshShapePart() {
		box_set.setPrimitiveManager(primitive_manager);
	}

	public GImpactMeshShapePart(StridingMeshInterface meshInterface, int part) {
		primitive_manager.meshInterface = meshInterface;
		primitive_manager.part = part;
		box_set.setPrimitiveManager(primitive_manager);
	}

	@Override
	public boolean childrenHasTransform() {
		return false;
	}

	@Override
	public void lockChildShapes() {
		TrimeshPrimitiveManager dummymanager = (TrimeshPrimitiveManager) box_set.getPrimitiveManager();
		dummymanager.lock();
	}

	@Override
	public void unlockChildShapes() {
		TrimeshPrimitiveManager dummymanager = (TrimeshPrimitiveManager) box_set.getPrimitiveManager();
		dummymanager.unlock();
	}

	@Override
	public int getNumChildShapes() {
		return primitive_manager.get_primitive_count();
	}

	@Override
	public CollisionShape getChildShape(int index) {
		assert (false);
		return null;
	}

	@Override
	public Transform getChildTransform(int index) {
		assert (false);
		return null;
	}

	@Override
	public void setChildTransform(int index, Transform transform) {
		assert (false);
	}

	@Override
	PrimitiveManagerBase getPrimitiveManager() {
		return primitive_manager;
	}
	
	TrimeshPrimitiveManager getTrimeshPrimitiveManager() {
		return primitive_manager;
	}

	@Override
	public void calculateLocalInertia(float mass, Vector3f inertia) {
		lockChildShapes();
		
		//#define CALC_EXACT_INERTIA 1
		//#ifdef CALC_EXACT_INERTIA
		inertia.set(0f, 0f, 0f);

		int i = getVertexCount();
		float pointmass = mass / (float)i;

		Vector3f pointintertia = new Vector3f();

		while ((i--) != 0) {
			getVertex(i, pointintertia);
			GImpactMassUtil.get_point_inertia(pointintertia, pointmass, pointintertia);
			inertia.add(pointintertia);
		}

		//#else
		//
		//// Calc box inertia
		//
		//float lx= localAABB.max.x - localAABB.min.x;
		//float ly= localAABB.max.y - localAABB.min.y;
		//float lz= localAABB.max.z - localAABB.min.z;
		//float x2 = lx*lx;
		//float y2 = ly*ly;
		//float z2 = lz*lz;
		//float scaledmass = mass * 0.08333333f;
		//
		//inertia.set(y2+z2,x2+z2,x2+y2);
		//inertia.scale(scaledmass);
		//
		//#endif
		unlockChildShapes();
	}

	@Override
	public String getName() {
		return "GImpactMeshShapePart";
	}
	
	@Override
	ShapeType getGImpactShapeType() {
		return ShapeType.TRIMESH_SHAPE_PART;
	}

	@Override
	public boolean needsRetrieveTriangles() {
		return true;
	}

	@Override
	public boolean needsRetrieveTetrahedrons() {
		return false;
	}

	@Override
	public void getBulletTriangle(int prim_index, TriangleShapeEx triangle) {
		primitive_manager.get_bullet_triangle(prim_index, triangle);
	}

	@Override
	void getBulletTetrahedron( int prim_index, TetrahedronShapeEx tetrahedron) {
		assert (false);
	}

	public int getVertexCount() {
		return primitive_manager.get_vertex_count();
	}

	public void getVertex(int vertex_index, Vector3f vertex) {
		primitive_manager.get_vertex(vertex_index, vertex);
	}

	@Override
	public void setMargin(float margin) {
		primitive_manager.margin = margin;
		postUpdate();
	}

	@Override
	public float getMargin() {
		return primitive_manager.margin;
	}

	@Override
	public void setLocalScaling(Vector3f scaling) {
		primitive_manager.scale.set(scaling);
		postUpdate();
	}

	@Override
	public Vector3f getLocalScaling(Vector3f out) {
		out.set(primitive_manager.scale);
		return out;
	}

	public int getPart() {
		return primitive_manager.part;
	}

	@Override
	public void processAllTriangles(TriangleCallback callback, Vector3f aabbMin, Vector3f aabbMax) {
		lockChildShapes();
		AABB box = new AABB();
		box.min.set(aabbMin);
		box.max.set(aabbMax);

		collided.clear();
		box_set.boxQuery(box, collided);

		if (collided.size() == 0) {
			unlockChildShapes();
			return;
		}

		int part = getPart();
		PrimitiveTriangle triangle = new PrimitiveTriangle();
		int i = collided.size();
		while ((i--) != 0) {
			getPrimitiveTriangle(collided.get(i), triangle);
			callback.processTriangle(triangle.vertices, part, collided.get(i));
		}
		unlockChildShapes();
	}
	
}
